declan_gage's Recent Forum Activity

  • I can't even use my latest project beuase of the lag. Ver sad.

    I might have found a solution to this. You can use a .Cap file for each level(for multi-level games), see this thread for more details.

  • Okay, so I managed to make this work somehow. It's messy, and it's probably not very orthodox but it does work.

    Basically you have to create an executable for each of your levels and or menus.

    then when you want to switch levels, you launch the new executable (by using the 'File' object) and close the current one (to avoid construct throwing a DX9 error) with system->close.

    If you want to share data between levels (such as scores, lives, passwords, etc...) you can save it in a temp file like a hashtable.

    I suppose there might be problems such as memory consumption, but it's useable , I tested it heavily.

  • Is it possible to create a game by creating each level in a different .cap file and then calling a new cap file at the end of each level?

    I'm asking this because construct tends to become slow and crash-prone when a single .cap file grows larger and I have a game idea that would involve a lot of levels with a lot of graphics.

  • It is for flash games

  • I have the same problem . It happens if I don't explicitely append ".exe" to the file name in the export window.

    Not only does it not export a ".exe" file, but even if you rename the file to .exe afterward, it doesn't work (ERROR LOADING APPBLOCK).

    I know there are other little bugs with the export , but I don't remember right now.

  • Personally I don't believe in HTLM5, that's why I'd like to see c0.x improved, and no more dependancies for the editor or executables.

  • Thanks tulamide for showing us the Correct way of conserving memory.How did they conserve memory back in the days of the good old sega Genesis or Snes?.I mean look at earth worm jim for instance that game was only 3.00 Megabytes big.Yes they reduced the colors and sprite size to keep everything to a minimum but it was still amazing how they worked with so little and still created games which looked and played fantastically.

    Well 3 megabytes is A LOT.

    On nowadays PC we have become used to wasting memory space away (Standard PC nowadays have several gigabytes of ram!), but back in the time you could store several games in 3 megabytes. It just a matter of knowing how to work with restrictions.

    At the time of 8 bit computers, 64 kilobytes was reserved for big games. They could still cram very large levels in that space.

  • Nice!

    Is there a possibility to control the flash in time duration rather than frames?

    If it's only with frames, the flashing effect might look different depending on the computer speed no?

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  • So are there any examples of commercial projects yet?

    I'm interested in people's experiences, potential problems with deployment and dependancies, etc...

    Noone?

  • -The numbe one thing I want changed in construct (be it for a current or future version) is the possibility to download a "no-install" version (or at least one that doesn't download dependencies or stuff) so that it could be run in a PC with no administrator privileges.

    -More 3D stuff, I don't know what exacly but the possibility to create 2D games that would behave like standard 2d scrollers would be very cool

  • The new construct is very nice, but for me, the editor is resized/minimized every time I click "run ". It is annoying.

  • Ok I get it, thanks.

    In better english it would be:

    1-Put a file object in the layout

    2-create a new action file>execute file and in the source fill the url (ex:"www.scirra.com")

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declan_gage

Member since 23 Feb, 2009

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